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Raven Darkholme

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Everything posted by Raven Darkholme

  1. Since my first solo was a cipher I fully agree with you, but it is way more tedious, this is more fun and faster.
  2. Cruel 1 is alsosufficient. But you might not need the blood pool, there should be a whore in Salty Mast whoch has IN +1 or 2.
  3. Sly Cyrdel, also a tier 1 bounty: https://youtu.be/M2BMjKN_dCw?list=PLzscMCQ3321tXXG7MbJa_j40-puzt3BAk
  4. I actually agree with the content of the ops post. I don't know about the terms he uses, since I never played WoW, but what he says actually makes sense in the current state of the game. If they ever make the game harder rest heavy classes make more sense, but right now I don't even use priests anymore.
  5. I regularly encounter this, too. The only “fix“ is to remove the ability via console RemoveTalent and add it via AddAbility right away. Sadly this doesn't last permanently or even long, so you might have a broken aura a few saves later and have to repeat tve process.
  6. Duration of paralyze and such is also longer. But yeah, scrolls are limited.
  7. Bounty tier 1, the dweller: https://youtu.be/EYvhuB9h97s?list=PLzscMCQ3321tXXG7MbJa_j40-puzt3BAk
  8. If there was we would know for sure, whether PER gets changed. If there is a changelog it will be posted here: http://forums.obsidian.net/blog/7-pillars-of-eternity-support-blog/
  9. It doesn't yet and kind of a rumour before it's officially confirmed for 1.07.
  10. How are rangers or fighters cheesy/powerful? That would be 6 ciphers if you don't rest or six other casters with resting.
  11. Intellect also affects deep wounds duration. Whether you wanna max it is up to you, but Int is really good.
  12. You can't use magic except with scrolls and spellbind items. But an intelligent rogue is very viable because of longer deep wounds duration.
  13. I disagree. For me that was only true n my first playthrough. You don't even need to kill a single shade before DB. aren't there Phantom and Shades in the Throne room in Caed Nua? Only Phantoms. And that fight is super easy. (Edit: And regular shadows)
  14. I I disagree. For me that was only true n my first playthrough. You don't even need to kill a single shade before DB.
  15. Revenge for Aelys! Shouldn't have waited till level 8, didn't take a lot of damage.
  16. I don't think that preventing min/maxing altogether is, or even should be, the design goal of the attribute system. IIRC, the main design goal was "no dump stats"/"no bad builds", which is a noble goal in itself. If a stat is there, it should be interesting and desirable. If it isn't, as Crucis said, why is it even there? So I can dump it to gain more points at CC? Then just drop the stat and give me the extra points from the get-go instead of having me run around with a character that makes no roleplaying sense for the sake of combat mechanics (how do you even picture a MIG 18 / CON 3 character in your mind?) I do not think min/maxing is a plague to be eradicated; it is a perfectly viable playing style. What it is not—and should never be—is the norm. Min/maxing should not be the best way to build your characters and play the game, as it is right now in PoE. It should be hazardous. A score of 3 in CON is barely above the threshold for survival; enemies should be able to one-shot you just looking at you sideways. Likewise, if your RES score is 3 your Deflection should be so low that a mild gust of wind could knock you prone. The penalty from dumping a stat should roughly be equal in magnitude to the benefits from maxing another. That would force you to make hard decisions on how to distribute your points at CC, and jack-of-all-trades characters would be rewarded. Last but not least—min/maxing is a powergaming activity, and powergaming is not the norm or the way a game is meant to be played. There is nothing wrong with it, but the game should not be balanced against it, so it is not surprising that the game's very easy when you min/max and powergame—it is balanced against jack-of-all-trades builds like the joinable NPCs. As a side note, imho the attribute system should not be tailored to the shortcomings of other systems, such as AI and encounter design. Each system should be optimized on its own. To say that the attribute system should be X because encounter design is such that Y would ensue is poor design (it implies that Y should not or could not be changed even if it's clearly sub par.) If you are willingly and knowingly exploiting AI's poor targeting clauses, you are powergaming. Again, nothing wrong with it but you can't complain that the game is too easy (though complaining that AI should be smarter and encounter design should be better is a perfectly valid argument, and one I support.) Here comes to play what I complained about before: Wth do monsters do standard damage on Potd? And they don't only do the same damage as on hard/normal but also as on easy. I know raising difficulty solely by damage is bad, but to completely leave damage out of the difficulty is just bad design. While better AI remains desirable, PoTD would be much better if monsters did more damage than on other difficulties. Thats one thing I liked about Skyrim, even though it wasn't a tactical game, the damage calculation was good. 4x monster damage on hardest and lower player damage to boot. (Last part is unneccessary but still considerable in my eyes.)
  17. Now, as much as I'm still not convinced that changing stats around is necessary in the first place, I do think this is a very interesting idea. If the developers are determined to devote time to this, Crucis' idea is worth looking at. Though personally, I'd be much more excited about the return of auto attack and fixing my Moon Godlike's Silver Tide so it heals me and not just everyone else. PS in regards to something that was said in another thread, again if the developers are determined to devote time to this that they could be spending fixing bugs, also adding in a free respec would be about not feeling cheap using the console. I know it can be done, but it feels like cheating, and I've avoided using it so far. Thank you. I don't even know why MI affects fort to begin with its already a super good stat.
  18. Points in STR also contributes to fortitude and tends to be more useful because they boost the damage of your attacks/abilities and the potency of your heals. Pumping STR, PER, and RES gives you a decent baseline in each defense and then you can distribute the rest of the points as you see fit to match your build. If you're ever particularly worried about your tank lacking high fortitude choose to make him a Coastal Aumaua for bonuses against prone and stun. In the case of a Paladin INT is very useful for aura range and abilitiy duration, which really leaves nothing for CON. With Faith and Conviction bonuses (5/10/10/10 base, can be slightly higher with disposition bonuses) and the Outworn Buckler (+5 to all defenses, applies to other party members in a small radius, can stack with other item defense bonuses) you can get your fortitude plenty high. Thats why I talked about maxed tanks i.e. solo adra.
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